Bionic AAAAAAAARRRRRRRRRMMMMMMMMM! MvC3 BioCom general discussion

Hey guys, so I think I’ve found a pretty dynamite team for Spencer. Right now, I’m rolling Spencer (Armor Piercer)/Hulk (Gamma Wave)/Taskmaster (Parabolic Arrow/Vertical Arrow). Generally speaking, the team all has a lot of health, does a lot of damage, builds a lot of meter, and is really fun (all 3 characters are enjoyable and creative to play, rather than just blind rushdown).

In specific, the team seems to have wonderful synergy, as I’ll detail below:

Spencer: He can make great use of both assists. Call Gamma Wave and zip line in ground-to-ground or air-to-ground and it totally covers you (also beats out 90% of the projectiles in the game and tends to force the opponent back into the corner). Call an Arrow Shot (whichever, both are good) to zip in ground-to-air or air-to-air and you’re also covered. You can also use the confusion here to go for a command grab instead of a regular combo, since both projectiles last a long time. Even better, Bionic Lancer can lead to HUGE damage, since you can actually DHC it (at the moment of impact) into a full hit from Hulk’s Gamma Crush. What this means is that if your opponent makes one, tiny mistake, he may lose a character to a very simple BnB, or even just a raw hyper, and it works almost full-screen. Bionic Maneuvers DHCs to Gamma Crush as well, but it’s usually harder to hit than Lancer. Either of Spencer’s hypers are easy DHCs into any of Taskmaster’s arrow hypers, too.

Hulk: Obviously, Hulk’s rockin’ this game so far. Now he uses the assists for different things. Arrow Shots are good coverage for him to get in (best way I’ve found is forward dash canceled into normal forward jump, which goes almost full screen, very fast, low to the ground), and Armor Piercer is just a good delayed mix-up because Hulk is so big that they often won’t see you call Spencer, so as they try to punish one of your slow normals, they get whacked across the screen, which is an easy hit-confirm to Gamma Tsunami or even a dash-jump into combo if your execution is good. Funnily enough, between arrows and Gamma Wave, Hulk can actually win some projectile wars, too. His DHC potential is pretty good, too. Mid-screen, he can hit Gamma Tsunami into either of Spencer’s hypers or Taskmaster’s horizontal one. Gamma Crush works, too, but the timing is tight. And in the corner, he can hit Gamma Crush into vertical arrows for huge damage.

Taskmaster: Taskmaster is great all by himself, but both assists still help him. Gamma Wave is great for projectile wars, and also for covering him as he swings/charges in, and Armor Piercer is good to throw in combos, because his combos are so long that you often get a lucky wall bounce which is an easy hit-confirm to anything. And since his swings/charges are normals, you can actually time assist calls into the middle of your combos without interrupting them (takes practice). His arrow hypers are so versatile that DHCs are easy. Horizontal shots DHC to Gamma Tsunami or Spencer (either), Vertical up shots are good for Gamma Crush, but require timing for Spencer. Vertical down shots work with Gamma Tsunami which goes into Spencer, but have trouble going directly into Spencer. And the diagonal shots (up or down) are pretty easy into anyone’s horizontal hypers, you just have to time it right.

Anyway, I’ve just been experimenting with this team, but it seems to synergize tremendously well, as all 3 are strong characters who have slight holes in their offense that are covered by one another. Your opponent has to be REALLY on their toes, too, or they can eat easy, huge damage in the blink of an eye. Plus, it’s just fun to play. Would love to see some folks try this stuff out and see what else they can find. I’m sure I haven’t figured it all out, yet.

Please pardon the double post, but I discovered one other thing I wanted to add, and it’s unrelated to the above. As it turns out, Bionic Lancer is a ridiculously good DHC into Akuma’s Raging Demon ON BLOCK. See, when you toss out BL, your opponent knows how fast and dangerous it is, but also that it only hits once, so they instinctively block and wait to punish, since you’ll wind up right next to them at the end. But the block stun from the single hit isn’t that long (just long enough to confirm hit or block), and Spencer keeps going through the animation for another good half-second or so, even though the opponent is basically out of block stun.

So what you do is throw out a Lancer (that they will block, not jump), and then when you get that screen freeze where they go into block stun from the big punch, start inputting the Raging Demon command (but not too fast, so that it comes out at the same time as the hit). If you do it right, the Demon should come out just as Spencer is sliding forward to finish the animation, but no longer keeping the opponent in block stun. At this point, 3 things happen: (1)your opponent is just about out of block stun but can’t really be sure of that, and is kind of grounded by the animation, (2) they are probably waiting to punish, (3) because of the nature of Lancer, Spencer is RIGHT NEXT to the opponent, which is exactly where Akuma will pop out. Akuma shows up, does his uber-fast Demon right next to the opponent, and it’s basically unavoidable.

Just since I figured this out, I have pulled some crazy comebacks with this little technique. Try it out!

Taskmaster is a great partner for Spencer, definitely. I’m actually liking horizontal Aim Master for my Taskmaster assist, to cover Hook Swing approaches, for the same mixup stuff but I find it a bit easier to set up on the fly. My third partner is Felicia, who allows both Spencer and Taskmaster to do some sometimes useful unblockable setups from blockstrings; the first hit of her alpha assist can negate advancing guard if you time it right in your string, so they have to AG immediately or go for a (baitable) reversal, and with Spencer, after it pops them into the air at the same time as your :f::h: you can connect Bionic Lancer > X Factor to straight kill whoever you’re against, or :qcf::s: for a meterless combo. But I digress; this isn’t the teambuilding thread, haha.

Sometimes I just start the round with Bionic Lancer and X-Factor if it hits to kill an opponent’s character right at the start of the round if they press buttons. Not in serious fights, but it makes people rage if they don’t see it coming (although, the combo I’m using can’t kill Sent from full at the start, only everyone else…)

^^^
What combo is that?

Bionic Lancer > X Factor, (dash under opponent if you’re closer to the corner than they are) :l: :m: :h: :s: :uf:sj.:m: j.:m: j.:h: j.:s:, TK j.:qcf:(:m: or :h:, spacing dependant) j.:s:; (:s: sj.:m: j.:m: j.:h: j.:s: j.:qcf::h:) ender does 1.124m, (:qcf::s: :qcf::atk::atk:) ender does 1.2m. Obviously assuming level 1 x factor, 2 or higher both versions are fatal to all cast members.

You could always just random super and DHC into it anyways

That… depends. You need a character with a super that is invulnerable at least through the super flash; otherwise you’ll get hit out before you can DHC. That’s not everyone. Meanwhile, your tag in is invulnerable for a Crossover Counter, so you can do it fine there.

So I accidentally discovered this DHC for spencer on accident. So bionic arm is good and we use to punish all kinds of things, now going for kill or for switch out you want to DHC. Now if they xfactor or get taskmaster counter super etc you can eat a huge punish. Well a great assist type to switch into are stat boosters. So the idea is i had wolvie in num 2 spot, i dhc’d into his + speed super then i just dashed while they in air and launch them for a full combo, and since bionic arm is only 1 blow doesn’t hurt sacling on your combo.

This same kind of thing seems to work for any power up super like dante/hsienko/ammy(slow) I can’t think of any others off hand, arthur prolly. Anyways point is that these combo’s do alot more damage than typical dhc’s, good to know if you consider any of these assists. Golden armor hsienko can be godlike and wolvie/dante are always good.

Also since they are power up moves, if they did something like xfactor, use a countering super, or u just guessed wrong u can DHC out without getting punished.

does anyone find Getting the Critical smash from his Command throw worth it? I mean it does to nice damage, but it makes them fly WAAAY far from the corner, which is where we want them. Still cant get that timing down either.

You could try a few reps of the zip wire loop to push them back to the corner. It does like 70% more damage than the other followup. Also, there is ONE FRAME where you get the better followup, so it’s a fun 1 frame link with half a second between button presses (33 frames after the grab hits according to the guide).

The damage dealt is quite different, and the bounce back is further so it’s easier to combo off of.

The thing is, you can still do the same combo if you don’t land a critical hit, just dash forward once you land.

The combo that I’m practicing is: jawbreaker (command throw) -> Follow up, Forward Dash (if not critical), forward jump, j.M, j.H, j.S, land, j.M, j.H, j.S, land, S, super jump, M, M, H, S, 236 H(or M).

The difference in damage of this combo if it was critical is around 100,000k damage I believe. I don’t remember the numbers too well.

oh I know, the Crit follow-up is a little less that twice at much damage (94,500/157,500) plus easier comboing (unless they’re in the corner), im just talking positioning, as its tough to keep them in the corner if you land it. Im all for damage, but I would like to put them in the corner too.

Can’t get the follow up for anything, i do the command grab the press nothing happens, then i start mashing also nothing happens, am i doing something wrong? Or is it worth it, bec i don’t really get that grab in a match period…

Nappydude, are you using the :l: version? That one can’t be followed up.

Yea i probably was :frowning:

I’d rather not do any followup and just combo off the first part of the throw. That way you don’t use up your wall-bounce and you can potentially get a much better combo in the corner or go for better zipline mixups.

You could probably juggle them into the zip wire loop off the throw without a followup too. Haven’t tried it, but based on what I learned about the loop last night it should work. That way regardless of where you are, they end up in the corner. Since comboing off a throw scales damage hard, you’re probably better off going for a mixup off the combo rather than burning a bunch of meter. Also solves the positioning problem as it’ll put them in the corner.

Ugh, just found out that you can’t combo Sent off the no-followup command throw. Fucking cheater has a weird ass hitbox in the air, just like in MvC2. Good job capcom, make the biggest most retardedly overpowered braindead scrub magnet also immune to combos that work on everyone else. Sounds like SF4 Rog all over again.

So I found out this reset, OTG air grapple hook in the corner, j.H, land H.Grapple with H follow up, Command Grab then whatever.

And there you go.

You can link standing :l: from his overhead (f.:h:), but you have to space it really well.
I have the Strategy Guide with the frame data so I’ll post that later.